![]() They're also pretty fast for a team that we're constantly told isn't fast. ![]() They aren't much better than anyone else's blitzers (which is to say, no better in individual matches), but people worrying so much about the TG's might allow for the Blitz-ras to make some better pick-offs if the opponent isn't careful. I think the bigger threat to most teams is really the blitz-ras. 4 TG's alone don't make much of a defense. ![]() Also, don't worry too much about Khemri scoring early on. make them work to get into a fight while you pick off their support. Still, I wouldn't suggest assaulting the TG's early on. A Khemri team that has lost a TG or two is pretty much just like any other team, but slower and less agile. If you over-extend though, you risk losing your only advantage against most teams. This means that simple decisions can become complex because you really need them everywhere, all the time. The TG's a relatively slow and are vital part of both offensive and defensive strategy for the Khemri player. Honestly though, they're tough for me to use. As a Khemri player, I have 4 "Big Guys" and that's pretty much all anyone ever talks about when it comes to Khemri. The main "counters" to Khemri are not specific abilities or players (those can help, but you really don't need them). not great, but perfectly worth playing against (almost?) any other team. With that said, if you still care to see my thoughts, here they are: Also, while I consider myself to be very good with the basics of the game, I just can't figure out "serfing" and consistent one turn touch downs are pretty much beyond me. I play Khemri, but I don't often get to play against them, so I'm coming from that perspective of "what do I worry about when I'm playing as this team". As they are a "counter" team (similar to nurgle, imo) themselves, it seems a little odd to ask how to counter them. I really enjoy playing Khemri, but they aren't exactly doing anything innovative. What is your friend doing with his Khemri team that you're finding difficult to deal with? With ST access on every player providing access to Guard and Mighty Blow, a decently high AV overall, and Dauntless on the Troll Slayers allowing them to stand toe-to-toe with the Tomb Guardians with only one assist and still win, Dwarves are a nightmare matchup for even a developed Khemri coach. They may be a little squishy, but when you have double the MA of most of the opposition players, high AG Gutter Runners, and those same Gutter Runners have Dodge, your squishiness isn't really a weakness, especially if you have even a small bench of reserves.ĭwarves: For once the slowness of Dwarves isn't a weakness, because it's a weakness that the Khemri also share, and unlike Khemri, Dwarves are really good at bashing. Skaven: They have access to ClawPOMB'ers and can hire 4 of the fastest players in the game. Their ST4 also makes them extremely dangerous to most of the Khemri players, excluding the Tomb Guardians. If you can get the ball there's a near 0% chance they can get it back, they're too slow to catch up with a Skink and will need to rely on any players in the backfield to stop your advance. They're pretty much the exact opposite of Khemri, and that's a huge advantage for the Lizardmen. Lizardmen: Skinks have Dodge, Stunty, and a high MA. Leverage your high AG to make opportunistic hand-off and passing plays and move the ball outside of the Khemri movement range. ![]() Since Khemri have a standard AG of 2 and they only have 4 players with an average MA, if you play the ball well Khemri will struggle immensely to get the ball back. Still, if you want the best counter picks possible, I can provide them for you.Įlves: Any Elf team will work well here honestly. While I have disagreed with Hairy Coo in the past, he is right that basically every team excluding the Stunties should be a pretty good counter to Khemri, because Khemri's gimmick of 4 big guys doesn't really make up for the teams deficiencies in other areas. They're not even particularly durable, most of the team is AV7, and while Tomb Guardians have AV9 they also have Decay, which wouldn't be so bad if they had access to Apothecaries and weren't just at the mercy of a 50/50 regen roll. Unfortunately for them, their low MA and AG is a significant limitation of theirs, and their ST is all concentrated in their 4 big guys with the rest of the team possessing an average ST of 3. Khemri strategy is all about leveraging their Tomb Guardians and Skeletons to control the pitch and screen the ball, while the Thro-Ras attempt to handle the ball should they get to it, and the Blitz-Ras attempt to remove key players from the pitch. Khemri can get 4 Tomb Guardians, each of which starts with ST5, and unlike other Big Guys they don't have either loner or a traditional negatrait. The only true strength of the Khemri team lies in their Mummies.
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